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  • Manager/Container class vs static class methods

    - by Ben
    Suppose I a have a Widget class that is part of a framework used independently by many applications. I create Widget instances in many situations and their lifetimes vary. In addition to Widget's instance specified methods, I would like to be able to perform the follow class wide operations: Find a single Widget instance based on a unique id Iterate over the list of all Widgets Remove a widget from the set of all widgets In order support these operations, I have been considering two approaches: Container class - Create some container or manager class, WidgetContainer, which holds a list of all Widget instances, support iteration and provides methods for Widget addition, removal and lookup. For example in C#: public class WidgetContainer : IEnumerable<Widget { public void AddWidget(Widget); public Widget GetWidget(WidgetId id); public void RemoveWidget(WidgetId id); } Static class methods - Add static class methods to Widget. For example: public class Widget { public Widget(WidgetId id); public static Widget GetWidget(WidgetId id); public static void RemoveWidget(WidgetId id); public static IEnumerable<Widget AllWidgets(); } Using a container class has the added problem of how to access the container class. Make it a singleton?..yuck! Create some World object that provides access to all such container classes? I have seen many frameworks that use the container class approach, so what is the general consensus?

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  • Project Euler 5: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 5.  As always, any feedback is welcome. # Euler 5 # http://projecteuler.net/index.php?section=problems&id=5 # 2520 is the smallest number that can be divided by each # of the numbers from 1 to 10 without any remainder. # What is the smallest positive number that is evenly # divisible by all of the numbers from 1 to 20? import time start = time.time() def gcd(a, b): while b: a, b = b, a % b return a def lcm(a, b): return a * b // gcd(a, b) print reduce(lcm, range(1, 20)) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • Disable default error pages/error messages in IIS

    - by Antoine
    I have this web application (ASP.Net MVC 3) that on certain conditions returns a custom JSON string with a HTTP status code for an error (403, 415, 500). It is deployed on a Win 2008 R2 server with IIS 7.5 Initially I was gettting the standard HTML pages for the error instead of the JSON data. I removed the error pages for these errors in the app settings. But now my queries which should return some JSON data return a single error line. When the server gives me 403, I have the message "You do not have permission to view this directory or page." (simple line, no HTML around it). What can I do to deactivate this and finally get what the app is returning and not what the server wants to return?

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  • ASP.NET Web Forms Extensibility: Handler Factories

    - by Ricardo Peres
    An handler factory is the class that implements IHttpHandlerFactory and is responsible for instantiating an handler (IHttpHandler) that will process the current request. This is true for all kinds of web requests, whether they are for ASPX pages, ASMX/SVC web services, ASHX/AXD handlers, or any other kind of file. Also used for restricting access for certain file types, such as Config, Csproj, etc. Handler factories are registered on the global Web.config file, normally located at %WINDIR%\Microsoft.NET\Framework<x64>\vXXXX\Config for a given path and request type (GET, POST, HEAD, etc). This goes on section <httpHandlers>. You would create a custom handler factory for a number of reasons, let me list just two: A centralized place for using dependency injection; Also a centralized place for invoking custom methods or performing some kind of validation on all pages. Let’s see an example using Unity for injecting dependencies into a page, suppose we have this on Global.asax.cs: 1: public class Global : HttpApplication 2: { 3: internal static readonly IUnityContainer Unity = new UnityContainer(); 4: 5: void Application_Start(Object sender, EventArgs e) 6: { 7: Unity.RegisterType<IFunctionality, ConcreteFunctionality>(); 8: } 9: } We instantiate Unity and register a concrete implementation for an interface, this could/should probably go in the Web.config file. Forget about its actual definition, it’s not important. Then, we create a custom handler factory: 1: public class UnityPageHandlerFactory : PageHandlerFactory 2: { 3: public override IHttpHandler GetHandler(HttpContext context, String requestType, String virtualPath, String path) 4: { 5: IHttpHandler handler = base.GetHandler(context, requestType, virtualPath, path); 6: 7: //one scenario: inject dependencies 8: Global.Unity.BuildUp(handler.GetType(), handler, String.Empty); 9:  10: return (handler); 11: } 12: } It inherits from PageHandlerFactory, which is .NET’s included factory for building regular ASPX pages. We override the GetHandler method and issue a call to the BuildUp method, which will inject required dependencies, if any exist. An example page with dependencies might be: 1: public class SomePage : Page 2: { 3: [Dependency] 4: public IFunctionality Functionality 5: { 6: get; 7: set; 8: } 9: } Notice the DependencyAttribute, it is used by Unity to identify properties that require dependency injection. When BuildUp is called, the Functionality property (or any other properties with the DependencyAttribute attribute) will receive the concrete implementation associated with it’s type, as registered on Unity. Another example, checking a page for authorization. Let’s define an interface first: 1: public interface IRestricted 2: { 3: Boolean Check(HttpContext ctx); 4: } An a page implementing that interface: 1: public class RestrictedPage : Page, IRestricted 2: { 3: public Boolean Check(HttpContext ctx) 4: { 5: //check the context and return a value 6: return ...; 7: } 8: } For this, we would use an handler factory such as this: 1: public class RestrictedPageHandlerFactory : PageHandlerFactory 2: { 3: private static readonly IHttpHandler forbidden = new UnauthorizedHandler(); 4:  5: public override IHttpHandler GetHandler(HttpContext context, String requestType, String virtualPath, String path) 6: { 7: IHttpHandler handler = base.GetHandler(context, requestType, virtualPath, path); 8: 9: if (handler is IRestricted) 10: { 11: if ((handler as IRestricted).Check(context) == false) 12: { 13: return (forbidden); 14: } 15: } 16:  17: return (handler); 18: } 19: } 20:  21: public class UnauthorizedHandler : IHttpHandler 22: { 23: #region IHttpHandler Members 24:  25: public Boolean IsReusable 26: { 27: get { return (true); } 28: } 29:  30: public void ProcessRequest(HttpContext context) 31: { 32: context.Response.StatusCode = (Int32) HttpStatusCode.Unauthorized; 33: context.Response.ContentType = "text/plain"; 34: context.Response.Write(context.Response.Status); 35: context.Response.Flush(); 36: context.Response.Close(); 37: context.ApplicationInstance.CompleteRequest(); 38: } 39:  40: #endregion 41: } The UnauthorizedHandler is an example of an IHttpHandler that merely returns an error code to the client, but does not cause redirection to the login page, it is included merely as an example. One thing we must keep in mind is, there can be only one handler factory registered for a given path/request type (verb) tuple. A typical registration would be: 1: <httpHandlers> 2: <remove path="*.aspx" verb="*"/> 3: <add path="*.aspx" verb="*" type="MyNamespace.MyHandlerFactory, MyAssembly"/> 4: </httpHandlers> First we remove the previous registration for ASPX files, and then we register our own. And that’s it. A very useful mechanism which I use lots of times.

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  • Quaternion Camera

    - by Alex_Hyzer_Kenoyer
    Can someone help me figure out how to use a Quaternion with the PerspectiveCamera in libGDX or in general? I am trying to rotate my camera around a sphere that is being drawn at (0,0,0). I am not sure how to go about setting up the quaternion correctly, manipulating it, and then applying it to the camera. Edit: Here is what I have tried to do so far. // This is how I set it up Quaternion orientation = new Quaternion(); orientation.setFromAxis(Vector3.Y, 45); // This is how I am trying to update the rotations public void rotateX(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.X, amount); orientation.mul(temp); } public void rotateY(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.Y, amount); orientation.mul(temp); } public void updateCamera() { // This is where I am unsure how to apply the rotations to the camera // I think I should update the view and projection matrices? camera.view.mul(orientation); ... }

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • glm quaternion camera rotating on wrong axis

    - by Jarrett
    I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's called the target axis). For example, if I rotated the mouse in a clockwise fashion, the camera rotates clockwise around the axis. I initialize my quaternion like so: void Camera::initialize() { orientationQuaternion_ = glm::quat(); orientationQuaternion_ = glm::normalize(orientationQuaternion_); } I rotate like so: void Camera::rotate(const glm::detail::float32& degrees, const glm::vec3& axis) { orientationQuaternion_ = orientationQuaternion_ * glm::normalize(glm::angleAxis(degrees, axis)); } and I set the viewMatrix like so: void Camera::render() { glm::quat temp = glm::conjugate(orientationQuaternion_); viewMatrix_ = glm::mat4_cast(temp); viewMatrix_ = glm::translate(viewMatrix_, glm::vec3(-pos_.x, -pos_.y, -pos_.z)); } The only axis' I actually try to rotate are the X and Y axis (i.e. (1,0,0) and (0,1,0)). Anyone have any idea why I see my camera rotating around the target axis?

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  • LLVM-3.1 libLLVMSupport.a undefined reference to `dladdr'

    - by user91387
    I'm trying to compile using the llvm-3.1 package. I'm running 12.04 x64 (3.2.0-26 kernel) && 12.10 (3.5.0-4) x64 backported llvm-3.1 from quantal, then debian experimental. Next I tried 12.10 with the native ubuntu llvm-3.1 package; this failed as well. user@system:/tmp/llvm-test# make compiling cpp yacc file: decaf-llvm.y output file: decaf-llvm bison -b decaf-llvm -d decaf-llvm.y /bin/mv -f decaf-llvm.tab.c decaf-llvm.tab.cc flex -odecaf-llvm.lex.cc decaf-llvm.lex g++ -o ./decaf-llvm decaf-llvm.tab.cc decaf-llvm.lex.cc decaf-stdlib.c `llvm-config --cppflags --ldflags --libs core jit native` -ly -ll /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x6c): undefined reference to `dladdr' /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x18f): undefined reference to `dladdr' collect2: error: ld returned 1 exit status make: *** [decaf-llvm] Error 1 I know the code works as I've run it in centos fine using llvm-3.1-6.fc18(rpm) Google was a bit helpful with this: "On some systems, incluning Ubuntu 11.10, linking may fail with message that libLLVMSupport.a in function PrintStackTrace(void*) has undefined reference to dladdr." "Workaround is to compile LLVM with cmake specifying the following variable: -DCMAKE_EXE_LINKER_FLAGS=-ldl" http://svn.dsource.org/projects/bindings/trunk/llvm-3.0/Readme I double checked y ldflags and everything seems ok. user@system:/llvm-config --ldflags -L/usr/lib/llvm-3.1/lib -lpthread -lffi -ldl -lm I'm unclear of what to do next; any suggestions?

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  • A Custom View Engine with Dynamic View Location

    - by imran_ku07
        Introduction:          One of the nice feature of ASP.NET MVC framework is its pluggability. This means you can completely replace the default view engine(s) with a custom one. One of the reason for using a custom view engine is to change the default views location and sometimes you need to change the views location at run-time. For doing this, you can extend the default view engine(s) and then change the default views location variables at run-time.  But, you cannot directly change the default views location variables at run-time because they are static and shared among all requests. In this article, I will show you how you can dynamically change the views location without changing the default views location variables at run-time.       Description:           Let's say you need to synchronize the views location with controller name and controller namespace. So, instead of searching to the default views location(Views/ControllerName/ViewName) to locate views, this(these) custom view engine(s) will search in the Views/ControllerNameSpace/ControllerName/ViewName folder to locate views.           First of all create a sample ASP.NET MVC 3 application and then add these custom view engines to your application,   public class MyRazorViewEngine : RazorViewEngine { public MyRazorViewEngine() : base() { AreaViewLocationFormats = new[] { "~/Areas/{2}/Views/%1/{1}/{0}.cshtml", "~/Areas/{2}/Views/%1/{1}/{0}.vbhtml", "~/Areas/{2}/Views/%1/Shared/{0}.cshtml", "~/Areas/{2}/Views/%1/Shared/{0}.vbhtml" }; AreaMasterLocationFormats = new[] { "~/Areas/{2}/Views/%1/{1}/{0}.cshtml", "~/Areas/{2}/Views/%1/{1}/{0}.vbhtml", "~/Areas/{2}/Views/%1/Shared/{0}.cshtml", "~/Areas/{2}/Views/%1/Shared/{0}.vbhtml" }; AreaPartialViewLocationFormats = new[] { "~/Areas/{2}/Views/%1/{1}/{0}.cshtml", "~/Areas/{2}/Views/%1/{1}/{0}.vbhtml", "~/Areas/{2}/Views/%1/Shared/{0}.cshtml", "~/Areas/{2}/Views/%1/Shared/{0}.vbhtml" }; ViewLocationFormats = new[] { "~/Views/%1/{1}/{0}.cshtml", "~/Views/%1/{1}/{0}.vbhtml", "~/Views/%1/Shared/{0}.cshtml", "~/Views/%1/Shared/{0}.vbhtml" }; MasterLocationFormats = new[] { "~/Views/%1/{1}/{0}.cshtml", "~/Views/%1/{1}/{0}.vbhtml", "~/Views/%1/Shared/{0}.cshtml", "~/Views/%1/Shared/{0}.vbhtml" }; PartialViewLocationFormats = new[] { "~/Views/%1/{1}/{0}.cshtml", "~/Views/%1/{1}/{0}.vbhtml", "~/Views/%1/Shared/{0}.cshtml", "~/Views/%1/Shared/{0}.vbhtml" }; } protected override IView CreatePartialView(ControllerContext controllerContext, string partialPath) { var nameSpace = controllerContext.Controller.GetType().Namespace; return base.CreatePartialView(controllerContext, partialPath.Replace("%1", nameSpace)); } protected override IView CreateView(ControllerContext controllerContext, string viewPath, string masterPath) { var nameSpace = controllerContext.Controller.GetType().Namespace; return base.CreateView(controllerContext, viewPath.Replace("%1", nameSpace), masterPath.Replace("%1", nameSpace)); } protected override bool FileExists(ControllerContext controllerContext, string virtualPath) { var nameSpace = controllerContext.Controller.GetType().Namespace; return base.FileExists(controllerContext, virtualPath.Replace("%1", nameSpace)); } } public class MyWebFormViewEngine : WebFormViewEngine { public MyWebFormViewEngine() : base() { MasterLocationFormats = new[] { "~/Views/%1/{1}/{0}.master", "~/Views/%1/Shared/{0}.master" }; AreaMasterLocationFormats = new[] { "~/Areas/{2}/Views/%1/{1}/{0}.master", "~/Areas/{2}/Views/%1/Shared/{0}.master", }; ViewLocationFormats = new[] { "~/Views/%1/{1}/{0}.aspx", "~/Views/%1/{1}/{0}.ascx", "~/Views/%1/Shared/{0}.aspx", "~/Views/%1/Shared/{0}.ascx" }; AreaViewLocationFormats = new[] { "~/Areas/{2}/Views/%1/{1}/{0}.aspx", "~/Areas/{2}/Views/%1/{1}/{0}.ascx", "~/Areas/{2}/Views/%1/Shared/{0}.aspx", "~/Areas/{2}/Views/%1/Shared/{0}.ascx", }; PartialViewLocationFormats = ViewLocationFormats; AreaPartialViewLocationFormats = AreaViewLocationFormats; } protected override IView CreatePartialView(ControllerContext controllerContext, string partialPath) { var nameSpace = controllerContext.Controller.GetType().Namespace; return base.CreatePartialView(controllerContext, partialPath.Replace("%1", nameSpace)); } protected override IView CreateView(ControllerContext controllerContext, string viewPath, string masterPath) { var nameSpace = controllerContext.Controller.GetType().Namespace; return base.CreateView(controllerContext, viewPath.Replace("%1", nameSpace), masterPath.Replace("%1", nameSpace)); } protected override bool FileExists(ControllerContext controllerContext, string virtualPath) { var nameSpace = controllerContext.Controller.GetType().Namespace; return base.FileExists(controllerContext, virtualPath.Replace("%1", nameSpace)); } }             Here, I am extending the RazorViewEngine and WebFormViewEngine class and then appending /%1 in each views location variable, so that we can replace /%1 at run-time. I am also overriding the FileExists, CreateView and CreatePartialView methods. In each of these method implementation, I am replacing /%1 with controller namespace. Now, just register these view engines in Application_Start method in Global.asax.cs file,   protected void Application_Start() { ViewEngines.Engines.Clear(); ViewEngines.Engines.Add(new MyRazorViewEngine()); ViewEngines.Engines.Add(new MyWebFormViewEngine()); ................................................ ................................................ }             Now just create a controller and put this controller's view inside Views/ControllerNameSpace/ControllerName folder and then run this application. You will find that everything works just fine.       Summary:          ASP.NET MVC uses convention over configuration to locate views. For many applications this convention to locate views is acceptable. But sometimes you may need to locate views at run-time. In this article, I showed you how you can dynamically locate your views by using a custom view engine. I am also attaching a sample application. Hopefully you will enjoy this article too. SyntaxHighlighter.all()  

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  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • JQuery + WCF + HTTP 404 Error

    - by hangar18
    HI All, I've searched high and low and finally decided to post a query here. I'm writing a very basic HTML page from which I'm trying to call a WCF service using jQuery and parse it using JSON. Service: IMyDemo.cs [ServiceContract] public interface IMyDemo { [WebInvoke(Method = "POST", BodyStyle = WebMessageBodyStyle.WrappedRequest, ResponseFormat = WebMessageFormat.Json)] Employee DoWork(); [OperationContract] [WebInvoke(Method = "POST", BodyStyle = WebMessageBodyStyle.WrappedRequest, ResponseFormat = WebMessageFormat.Json)] Employee GetEmp(int age, string name); } [DataContract] public class Employee { [DataMember] public int EmpId { get; set; } [DataMember] public string EmpName { get; set; } [DataMember] public int EmpSalary { get; set; } } MyDemo.svc.cs public Employee DoWork() { // Add your operation implementation here Employee obj = new Employee() { EmpSalary = 12, EmpName = "SomeName" }; return obj; } public Employee GetEmp(int age, string name) { Employee emp = new Employee(); if (age > 0) emp.EmpSalary = 12 + age; if (!string.IsNullOrEmpty(name)) emp.EmpName = "Server" + name; return emp; } WEb.Config <system.serviceModel> <services> <service behaviorConfiguration="EmployeesBehavior" name="MySample.MyDemo"> <endpoint address="" binding="webHttpBinding" contract="MySample.IMyDemo" behaviorConfiguration="EmployeesBehavior"/> </service> </services> <behaviors> <serviceBehaviors> <behavior name="EmployeesBehavior"> <serviceMetadata httpGetEnabled="true" /> <serviceDebug includeExceptionDetailInFaults="true" /> </behavior> </serviceBehaviors> <endpointBehaviors> <behavior name="EmployeesBehavior"> <webHttp/> </behavior> </endpointBehaviors> </behaviors> <serviceHostingEnvironment multipleSiteBindingsEnabled="true" /> </system.serviceModel> MyDemo.htm <head> <title></title> <script type="text/javascript" language="javascript" src="Scripts/jquery-1.4.1.js"></script> <script type="text/javascript" language="javascript" src="Scripts/json.js"></script> <script type="text/javascript"> //create a global javascript object for the AJAX defaults. debugger; var ajaxDefaults = {}; ajaxDefaults.base = { type: "POST", timeout : 1000, dataFilter: function (data) { //see http://encosia.com/2009/06/29/never-worry-about-asp-net-ajaxs-d-again/ data = JSON.parse(data); //use the JSON2 library if you aren’t using FF3+, IE8, Safari 3/Google Chrome return data.hasOwnProperty("d") ? data.d : data; }, error: function (xhr) { //see if (!xhr) return; if (xhr.responseText) { var response = JSON.parse(xhr.responseText); //console.log works in FF + Firebug only, replace this code if (response) alert(response); else alert("Unknown server error"); } } }; ajaxDefaults.json = $.extend(ajaxDefaults.base, { //see http://encosia.com/2008/03/27/using-jquery-to-consume-aspnet-json-web-services/ contentType: "application/json; charset=utf-8", dataType: "json" }); var ops = { baseUrl: "/MyService/MySample/MyDemo.svc/", doWork: function () { //see http://api.jquery.com/jQuery.extend/ var ajaxOptions = $.extend(ajaxDefaults.json, { url: ops.baseUrl + "DoWork", data: "{}", success: function (msg) { console.log("success"); console.log(typeof msg); if (typeof msg !== "undefined") { console.log(msg); } } }); $.ajax(ajaxOptions); return false; }, getEmp: function () { var ajaxOpts = $.extend(ajaxDefaults.json, { url: ops.baseUrl + "GetEmp", data: JSON.stringify({ age: 12, name: "NameName" }), success: function (msg) { $("span#lbl").html("age: " + msg.Age + "name:" + msg.Name); } }); $.ajax(ajaxOpts); return false; } } </script> </head> <body> <span id="lbl">abc</span> <br /><br /> <input type="button" value="GetEmployee" id="btnGetEmployee" onclick="javascript:ops.getEmp();" /> </body> I'm just not able to get this running. When I debug, I see the error being returned from the call is " Server Error in '/jQuerySample' Application. <h2> <i>HTTP Error 404 - Not Found.</i> </h2></span> " Looks like I'm missing something basic here. My sample is based on this I've been trying to fix the code for sometime now so I'd like you to take a look and see if you can figure out what is it that I'm doing wrong here. I'm able to see that the service is created when I browse the service in IE. I've also tried changing the setting as mentioned here Appreciate your help. I'm gonna blog about this as soon as the issue is resolved for the benefit of other devs Thanks -Soni

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • Combine Two Shader Program

    - by Siddharth
    For my android application, I want to apply brightness and contrast shader on same image. At present I am using gpuimage plugin. In that I found two separate program for brightness and contrast as per the following. Contrast shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float contrast; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); } Brightness shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float brightness; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); } Now applying both of the effects I write following code varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; varying highp vec2 textureCoordinate2; uniform sampler2D inputImageTexture2; uniform lowp float contrast; uniform lowp float brightness; void main() { lowp vec4 textureColorForContrast = texture2D(inputImageTexture, textureCoordinate); lowp vec4 contastVec4 = vec4(((textureColorForContrast.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColorForContrast.w); lowp vec4 textureColorForBrightness = texture2D(inputImageTexture2, textureCoordinate2); lowp vec4 brightnessVec4 = vec4((textureColorForBrightness.rgb + vec3(brightness)), textureColorForBrightness.w); gl_FragColor = contastVec4 + brightnessVec4; } Doesn't able to get desire result. I can't able to figure out what I have to do next? So please friends help me in this. What program I have to write?

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  • When are Getters and Setters Justified

    - by Winston Ewert
    Getters and setters are often criticized as being not proper OO. On the other hand most OO code I've seen has extensive getters and setters. When are getters and setters justified? Do you try to avoid using them? Are they overused in general? If your favorite language has properties (mine does) then such things are also considered getters and setters for this question. They are same thing from an OO methodology perspective. They just have nicer syntax. Sources for Getter/Setter Criticism (some taken from comments to give them better visibility): http://www.javaworld.com/javaworld/jw-09-2003/jw-0905-toolbox.html http://typicalprogrammer.com/?p=23 http://c2.com/cgi/wiki?AccessorsAreEvil http://www.darronschall.com/weblog/2005/03/no-brain-getter-and-setters.cfm http://www.adam-bien.com/roller/abien/entry/encapsulation_violation_with_getters_and To state the criticism simply: Getters and Setters allow you to manipulate the internal state of objects from outside of the object. This violates encapsulation. Only the object itself should care about its internal state. And an example Procedural version of code. struct Fridge { int cheese; } void go_shopping(Fridge fridge) { fridge.cheese += 5; } Mutator version of code: class Fridge { int cheese; void set_cheese(int _cheese) { cheese = _cheese; } int get_cheese() { return cheese; } } void go_shopping(Fridge fridge) { fridge.set_cheese(fridge.get_cheese() + 5); } The getters and setters made the code much more complicated without affording proper encapsulation. Because the internal state is accessible to other objects we don't gain a whole lot by adding these getters and setters. The question has been previously discussed on Stack Overflow: http://stackoverflow.com/questions/565095/java-are-getters-and-setters-evil http://stackoverflow.com/questions/996179

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  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

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  • Slick2D - Entities and rendering

    - by Zarkopafilis
    I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and here it is: public class Lazer extends Entity{//Just say that it is some sort of bullet private Play p;//Play class(State) private float x; private float y; private int direction; public Lazer(Play p, float x , float y, int direction){ this.p = p; this.x = x; this.y = y; this.direction = direction; p.ent.add(this); } public int getDirection(){ return direction; //this one specifies what value will be increased (x/y) at update } public float getX(){ return x; } public float getY(){ return y; } public void setY(float y){ this.y = y; } public void setX(float x){ this.x = x; } } The class seems pretty good , after speding some hours googling what would be the right thing. Now, on my Play class. I cant figure out how to draw them. (I have added them to an arraylist) On the update method , I update the lazers based on their direction: public void moveLazers(int delta){ for(int i=0;i<ent.size();i++){ Lazer l = ent.get(i); if(l.getDirection() == 1){ l.setX(l.getX() + delta * .1f); }else if(l.getDirection() == 2){ l.setX(l.getX() - delta * .1f); }else if(l.getDirection() == 3){ l.setY(l.getY() + delta * .1f); }else if(l.getDirection() == 4){ l.setY(l.getY() - delta * .1f); } } } Now , I am stuck at the render method. Anyway , is this the correct way of doing this or do I need to change stuff? Also I need to know if collision detection needs to be in the update method. Thanks in advance ~ Teo Ntakouris

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  • Looking for some OO design advice

    - by Andrew Stephens
    I'm developing an app that will be used to open and close valves in an industrial environment, and was thinking of something simple like this:- public static void ValveController { public static void OpenValve(string valveName) { // Implementation to open the valve } public static void CloseValve(string valveName) { // Implementation to close the valve } } (The implementation would write a few bytes of data to the serial port to control the valve - an "address" derived from the valve name, and either a "1" or "0" to open or close the valve). Another dev asked whether we should instead create a separate class for each physical valve, of which there are dozens. I agree it would be nicer to write code like PlasmaValve.Open() rather than ValveController.OpenValve("plasma"), but is this overkill? Also, I was wondering how best to tackle the design with a couple of hypothetical future requirements in mind:- We are asked to support a new type of valve requiring different values to open and close it (not 0 and 1). We are asked to support a valve that can be set to any position from 0-100, rather than simply "open" or "closed". Normally I would use inheritance for this kind of thing, but I've recently started to get my head around "composition over inheritance" and wonder if there is a slicker solution to be had using composition?

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  • Inheritance, commands and event sourcing

    - by Arthis
    In order not to redo things several times I wanted to factorize common stuff. For Instance, let's say we have a cow and a horse. The cow produces milk, the horse runs fast, but both eat grass. public class Herbivorous { public void EatGrass(int quantity) { var evt= Build.GrassEaten .WithQuantity(quantity); RaiseEvent(evt); } } public class Horse : Herbivorous { public void RunFast() { var evt= Build.FastRun; RaiseEvent(evt); } } public class Cow: Herbivorous { public void ProduceMilk() { var evt= Build.MilkProduced; RaiseEvent(evt); } } To eat Grass, the command handler should be : public class EatGrassHandler : CommandHandler<EatGrass> { public override CommandValidation Execute(EatGrass cmd) { Contract.Requires<ArgumentNullException>(cmd != null); var herbivorous= EventRepository.GetById<Herbivorous>(cmd.Id); if (herbivorous.IsNull()) throw new AggregateRootInstanceNotFoundException(); herbivorous.EatGrass(cmd.Quantity); EventRepository.Save(herbivorous, cmd.CommitId); } } so far so good. I get a Herbivorous object , I have access to its EatGrass function, whether it is a horse or a cow doesn't matter really. The only problem is here : EventRepository.GetById<Herbivorous>(cmd.Id) Indeed, let's imagine we have a cow that has produced milk during the morning and now wants to eat grass. The EventRepository contains an event MilkProduced, and then come the command EatGrass. With the CommandHandler, we are no longer in the presence of a cow and the herbivorious doesn't know anything about producing milk . what should it do? Ignore the event and continue , thus allowing the inheritance and "general" commands? or throw an exception to forbid execution, it would mean only CowEatGrass, and HorseEatGrass might exists as commands ? Thanks for your help, I am just beginning with these kinds of problem, and I would be glad to have some news from someone more experienced.

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  • Introducing sp_ssiscatalog (v1.0.0.0)

    - by jamiet
    Regular readers of my blog may know that over the last year I have made available a suite of SQL Server Reporting Services (SSRS) reports that provide visualisations of the data in the SQL Server Integration Services (SSIS) 2012 Catalog. Those reports are available at http://ssisreportingpack.codeplex.com. As I have built these reports and used them myself on a real life project a couple of things have dawned on me: As soon as your SSIS Catalog gets a significant amount of data in it the performance of the reports degrades rapidly. This is hampered by the fact that there are limitations as to the SQL statements that I can embed within a SSRS report. SSIS professionals are data guys at heart and those types of people feel more comfortable in a query environment rather than having to go through the rigmarole of standing up a reporting server (well, I know I do anyway) Hence I have decided to take a different tack with the reporting pack. Taking my lead from Adam Machanic’s sp_whoisactive and Brent Ozar’s sp_blitz I have produced sp_ssiscatalog, a stored procedure that makes it easy to get at the crucial data in the SSIS Catalog. I will spend the rest of this blog explaining exactly what sp_ssiscatalog does and how to use it but if you would rather just download the bits yourself and start to play you can download v1.0.0.0 from DB v1.0.0.0. Usage Scenarios Most Recent Execution I find that the most frequent information that one needs to get from the SSIS Catalog is information pertaining to the most recent execution. Hence if you execute sp_ssiscatalog with no parameters, that is exactly what you will get. EXEC [dbo].[sp_ssiscatalog] This will return up to 5 resultsets: EXECUTION - Summary information about the execution including status, start time & end time EVENTS - All events that occurred during the execution OnError,OnTaskFailed - All events where event_name is either OnError or OnTaskFailed OnWarning - All events where event_name is OnWarning EXECUTABLE_STATS - Duration and execution result of every executable in the execution All 5 resultsets will be displayed if there is any data satisfying that resultset. In other words, if there are no (for example) OnWarning events then the OnWarning resultset will not be displayed. The display of these 5 resultsets can be toggled respectively by these 5 optional parameters (all of which are of type BIT): @exec_execution @exec_events @exec_errors @exec_warnings @exec_executable_stats Any Execution As just explained the default behaviour is to supply data for the most recent execution. If you wish to specify which execution the data should return data for simply supply the execution_id as a parameter: EXEC [dbo].[sp_ssiscatalog] 6 All Executions sp_ssiscatalog can also return information about all executions: EXEC [dbo].[sp_ssiscatalog] @operation_type='execs' The most recent execution will appear at the top. sp_ssiscatalog provides a number of parameters that enable you to filter the resultset: @execs_folder_name @execs_project_name @execs_package_name @execs_executed_as_name @execs_status_desc Some typical usages might be: //Return all failed executions EXEC [dbo].[sp_ssiscatalog] @operation_type='execs',@execs_status_desc='failed' //Return all executions for a specified folder EXEC [dbo].[sp_ssiscatalog] @operation_type='execs',@execs_folder_name='My folder' //Return all executions of a specified package in a specified project EXEC [dbo].[sp_ssiscatalog] @operation_type='execs',@execs_project_name='My project', @execs_package_name='Pkg.dtsx' Installing sp_ssicatalog Under the covers sp_ssiscatalog actually calls many other stored procedures and functions hence creating it on your server is not simply a case of running a CREATE PROCEDURE script. I maintain the code in an SQL Server Data Tools (SSDT) database project which means that you have two ways of obtaining it. Download the source code You can download the latest (at the time of writing) source code from http://ssisreportingpack.codeplex.com/SourceControl/changeset/view/70192. Hit the download button to download all the source code in a zip file. The contents of that zip file will include an SSDT database project which you can open up in SSDT and publish just like any other SSDT database project. You can publish to a new database or any existing database, even [SSISDB] if you prefer. Download a dacpac Maintaining the code in an SSDT database project means that it can all get packaged up into a dacpac that you can then publish to your SQL Server. That dacpac is available from DB v1.0.0.0: Ordinarily a dacpac can be deployed to a SQL Server from SSMS using the Deploy Dacpac wizard however in this case there is a limitation. Due to sp_ssiscatalog referring to objects in the SSIS Catalog (which it has to do of course) the dacpac contains a SqlCmd variable to store the name of the database that underpins the SSIS Catalog; unfortunately the Deploy Dacpac wizard in SSMS has a rather gaping limitation in that it cannot deploy dacpacs containing SqlCmd variables. Hence, we can use the command-line tool, sqlpackage.exe, instead. Don’t worry if reverting to the command-line sounds a little daunting, I assure you it is not. Simply open a Visual Studio command-prompt and cd to the folder containing the downloaded dacpac: Type: "%PROGRAMFILES(x86)%\Microsoft SQL Server\110\DAC\bin\sqlpackage.exe" /action:Publish /TargetDatabaseName:SsisReportingPack /SourceFile:SSISReportingPack.dacpac /Variables:SSISDB=SSISDB /TargetServerName:(local) or the shortened form: "%PROGRAMFILES(x86)%\Microsoft SQL Server\110\DAC\bin\sqlpackage.exe" /a:Publish /tdn:SsisReportingPack /sf:SSISReportingPack.dacpac /v:SSISDB=SSISDB /tsn:(local) remembering to set your server name appropriately (here mine is set to “(local)” ). If everything works successfully you will see this: And you’re done! You’ll have a new database called [SsisReportingPack] which contains sp_ssiscatalog:   Good luck with sp_ssiscatalog. I have been using it extensively on my own projects recently and it has proved to be very useful indeed. Rest-assured however, I will be adding many new capabilities in the future. Feedback is welcome. @Jamiet

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  • Customizing configuration with Dependency Injection

    - by mathieu
    I'm designing a small application infrastructure library, aiming to simplify development of ASP.NET MVC based applications. Main goal is to enforce convention over configuration. Hovewer, I still want to make some parts "configurable" by developpers. I'm leaning towards the following design: public interface IConfiguration { SomeType SomeValue; } // this one won't get registered in container protected class DefaultConfiguration : IConfiguration { public SomeType SomeValue { get { return SomeType.Default; } } } // declared inside 3rd party library, will get registered in container protected class CustomConfiguration : IConfiguration { public SomeType SomeValue { get { return SomeType.Custom; } } } And the "service" class : public class Service { private IConfiguration conf = new DefaultConfiguration(); // optional dependency, if found, will be set to CustomConfiguration by DI container public IConfiguration Conf { get { return conf; } set { conf = value; } } public void Configure() { DoSomethingWith( Conf ); } } There, the "configuration" part is clearly a dependency of the service class, but it this an "overuse" of DI ?

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  • A Look Inside JSR 360 - CLDC 8

    - by Roger Brinkley
    If you didn't notice during JavaOne the Java Micro Edition took a major step forward in its consolidation with Java Standard Edition when JSR 360 was proposed to the JCP community. Over the last couple of years there has been a focus to move Java ME back in line with it's big brother Java SE. We see evidence of this in JCP itself which just recently merged the ME and SE/EE Executive Committees into a single Java Executive Committee. But just before that occurred JSR 360 was proposed and approved for development on October 29. So let's take a look at what changes are now being proposed. In a way JSR 360 is returning back to the original roots of Java ME when it was first introduced. It was indeed a subset of the JDK 4 language, but as Java progressed many of the language changes were not implemented in the Java ME. Back then the tradeoff was still a functionality, footprint trade off but the major market was feature phones. Today the market has changed and CLDC, while it will still target feature phones, will have it primary emphasis on embedded devices like wireless modules, smart meters, health care monitoring and other M2M devices. The major changes will come in three areas: language feature changes, library changes, and consolidating the Generic Connection Framework.  There have been three Java SE versions that have been implemented since JavaME was first developed so the language feature changes can be divided into changes that came in JDK 5 and those in JDK 7, which mostly consist of the project Coin changes. There were no language changes in JDK 6 but the changes from JDK 5 are: Assertions - Assertions enable you to test your assumptions about your program. For example, if you write a method that calculates the speed of a particle, you might assert that the calculated speed is less than the speed of light. In the example code below if the interval isn't between 0 and and 1,00 the an error of "Invalid value?" would be thrown. private void setInterval(int interval) { assert interval > 0 && interval <= 1000 : "Invalid value?" } Generics - Generics add stability to your code by making more of your bugs detectable at compile time. Code that uses generics has many benefits over non-generic code with: Stronger type checks at compile time. Elimination of casts. Enabling programming to implement generic algorithms. Enhanced for Loop - the enhanced for loop allows you to iterate through a collection without having to create an Iterator or without having to calculate beginning and end conditions for a counter variable. The enhanced for loop is the easiest of the new features to immediately incorporate in your code. In this tip you will see how the enhanced for loop replaces more traditional ways of sequentially accessing elements in a collection. void processList(Vector<string> list) { for (String item : list) { ... Autoboxing/Unboxing - This facility eliminates the drudgery of manual conversion between primitive types, such as int and wrapper types, such as Integer.  Hashtable<Integer, string=""> data = new Hashtable<>(); void add(int id, String value) { data.put(id, value); } Enumeration - Prior to JDK 5 enumerations were not typesafe, had no namespace, were brittle because they were compile time constants, and provided no informative print values. JDK 5 added support for enumerated types as a full-fledged class (dubbed an enum type). In addition to solving all the problems mentioned above, it allows you to add arbitrary methods and fields to an enum type, to implement arbitrary interfaces, and more. Enum types provide high-quality implementations of all the Object methods. They are Comparable and Serializable, and the serial form is designed to withstand arbitrary changes in the enum type. enum Season {WINTER, SPRING, SUMMER, FALL}; } private Season season; void setSeason(Season newSeason) { season = newSeason; } Varargs - Varargs eliminates the need for manually boxing up argument lists into an array when invoking methods that accept variable-length argument lists. The three periods after the final parameter's type indicate that the final argument may be passed as an array or as a sequence of arguments. Varargs can be used only in the final argument position. void warning(String format, String... parameters) { .. for(String p : parameters) { ...process(p);... } ... } Static Imports -The static import construct allows unqualified access to static members without inheriting from the type containing the static members. Instead, the program imports the members either individually or en masse. Once the static members have been imported, they may be used without qualification. The static import declaration is analogous to the normal import declaration. Where the normal import declaration imports classes from packages, allowing them to be used without package qualification, the static import declaration imports static members from classes, allowing them to be used without class qualification. import static data.Constants.RATIO; ... double r = Math.cos(RATIO * theta); Annotations - Annotations provide data about a program that is not part of the program itself. They have no direct effect on the operation of the code they annotate. There are a number of uses for annotations including information for the compiler, compiler-time and deployment-time processing, and run-time processing. They can be applied to a program's declarations of classes, fields, methods, and other program elements. @Deprecated public void clear(); The language changes from JDK 7 are little more familiar as they are mostly the changes from Project Coin: String in switch - Hey it only took us 18 years but the String class can be used in the expression of a switch statement. Fortunately for us it won't take that long for JavaME to adopt it. switch (arg) { case "-data": ... case "-out": ... Binary integral literals and underscores in numeric literals - Largely for readability, the integral types (byte, short, int, and long) can also be expressed using the binary number system. and any number of underscore characters (_) can appear anywhere between digits in a numerical literal. byte flags = 0b01001111; long mask = 0xfff0_ff08_4fff_0fffl; Multi-catch and more precise rethrow - A single catch block can handle more than one type of exception. In addition, the compiler performs more precise analysis of rethrown exceptions than earlier releases of Java SE. This enables you to specify more specific exception types in the throws clause of a method declaration. catch (IOException | InterruptedException ex) { logger.log(ex); throw ex; } Type Inference for Generic Instance Creation - Otherwise known as the diamond operator, the type arguments required to invoke the constructor of a generic class can be replaced with an empty set of type parameters (<>) as long as the compiler can infer the type arguments from the context.  map = new Hashtable<>(); Try-with-resource statement - The try-with-resources statement is a try statement that declares one or more resources. A resource is an object that must be closed after the program is finished with it. The try-with-resources statement ensures that each resource is closed at the end of the statement.  try (DataInputStream is = new DataInputStream(...)) { return is.readDouble(); } Simplified varargs method invocation - The Java compiler generates a warning at the declaration site of a varargs method or constructor with a non-reifiable varargs formal parameter. Java SE 7 introduced a compiler option -Xlint:varargs and the annotations @SafeVarargs and @SuppressWarnings({"unchecked", "varargs"}) to supress these warnings. On the library side there are new features that will be added to satisfy the language requirements above and some to improve the currently available set of APIs.  The library changes include: Collections update - New Collection, List, Set and Map, Iterable and Iteratator as well as implementations including Hashtable and Vector. Most of the work is too support generics String - New StringBuilder and CharSequence as well as a Stirng formatter. The javac compiler  now uses the the StringBuilder instead of String Buffer. Since StringBuilder is synchronized there is a performance increase which has necessitated the wahat String constructor works. Comparable interface - The comparable interface works with Collections, making it easier to reuse. Try with resources - Closeable and AutoCloseable Annotations - While support for Annotations is provided it will only be a compile time support. SuppressWarnings, Deprecated, Override NIO - There is a subset of NIO Buffer that have been in use on the of the graphics packages and needs to be pulled in and also support for NIO File IO subset. Platform extensibility via Service Providers (ServiceLoader) - ServiceLoader interface dos late bindings of interface to existing implementations. It helpe to package an interface and behavior of the implementation at a later point in time.Provider classes must have a zero-argument constructor so that they can be instantiated during loading. They are located and instantiated on demand and are identified via a provider-configuration file in the METAINF/services resource directory. This is a mechansim from Java SE. import com.XYZ.ServiceA; ServiceLoader<ServiceA> sl1= new ServiceLoader(ServiceA.class); Resources: META-INF/services/com.XYZ.ServiceA: ServiceAProvider1 ServiceAProvider2 ServiceAProvider3 META-INF/services/ServiceB: ServiceBProvider1 ServiceBProvider2 From JSR - I would rather use this list I think The Generic Connection Framework (GCF) was previously specified in a number of different JSRs including CLDC, MIDP, CDC 1.2, and JSR 197. JSR 360 represents a rare opportunity to consolidated and reintegrate parts that were duplicated in other specifications into a single specification, upgrade the APIs as well provide new functionality. The proposal is to specify a combined GCF specification that can be used with Java ME or Java SE and be backwards compatible with previous implementations. Because of size limitations as well as the complexity of the some features like InvokeDynamic and Unicode 6 will not be included. Additionally, any language or library changes in JDK 8 will be not be included. On the upside, with all the changes being made, backwards compatibility will still be maintained. JSR 360 is a major step forward for Java ME in terms of platform modernization, language alignment, and embedded support. If you're interested in following the progress of this JSR see the JSR's java.net project for details of the email lists, discussions groups.

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  • libgdx game not disposing

    - by Yesh
    My game does not exit entirely even after calling dispose() method. It loads a black screen when I launch it for the second time and works well if I kill the game manually and restart it. I get an error that says buffer not allocated with newUnsafeByteBuffer or already disposed when I try to dispose off the SpriteBatch object. This is were I suspect the problem to be. But not able to fix it entirely. Please help! Here is how I have built it (I have put the sample code here just to show you guys that there are no visible loop backs in dispose function, please correct me if I'm wrong)- In game screen, public void dispose() { AssetLoader.dispose(); render.dispose(); Gdx.app.exit(); } Under class AssetLoader- public void dispose(){ Texture.dispose(); sound.dispose(); } Under game render class - public void dispose(){ spritebatch.dispose(); //throws an error when I GameScreen.dispose is called font.dispose(); shaperender.dispose(); } I believe that my spritebatch isn't disposing which is causing the black screen but I cannot find a way to dispose it off successfully. Any help would be greatly appreciated.

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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